Oh, no doubt. The DFA is good and I feel like I got more than my money's worth. It's just as someone that backed to see how the sausage was made I personally would have preferred more in-depth detail. While the documentary gives a high-level overview of the process and chronicles the emotional journey of the people involved it does not give much direct insight into how the game was actually made. The early forum updates did a good job of describing the type of detail* I would have liked to have seen but they (the forum updates) turned out to be fairly infrequent.
Fortunately, now that the game is out the need to hide spoilers has passed and the internet craziness has dissipated. This gives Double Fine an opportunity to, if they so chose, release more detailed and specific information which I, for one, would enjoy seeing.
*details such as, How Much Did The DFA Cost?

The unspoken sentiment behind this quote is something I've been thinking about lately. The philosophy conveyed by the initial DFA Kickstarter pitch was one of openness. In fact, it's what attracted me to the campaign to begin with. Though I am happy with how the documentary turned out I did notice that as the DFA progressed it gradually became less and less open. It started with the decision to not reveal any content that could be considered a spoiler and became more noticeable as Double Fine came under attack and felt the need to better control their message. And though it's understandable how the gradual change in philosophy happened I feel like it's unfortunate that it did.
Now that the development of Broken Age has finished and any fervor related to the Kickstarter campaign has died down it's my hope that Double Fine takes the opportunity to release more detailed specifics for the sake of posterity and as a return to their own philosophy of openness.

Sorry, I could have been clearer. When I refer to the DFA in the OP I mean the whole kit and caboodle, the documentary, the kickstarter fees, PAX booth costs, backer rewards, advertising, etc. In short, everything that comprised the Double Fine Adventure (DFA) of which Broken Age (the game) was only one part. The total gross cost of bringing a game to market encompasses a lot more than just the development costs of the software itself. I'm asking to know what all that stuff (*Waves hand*) cost.
You’re right in that a detailed breakdown with specific expenses would be ideal but even a single number indicating the gross cost would have real academic value (as long as it's accurate and not a seat-of-the-pants estimate).
Given how visible and available for study each part of the project has been and how new the phenomenon of crowd funded projects is with some more details this case study could contribute to general industry knowledge and even conceivably end up in business textbooks.

How much it costs to bring a game to market is traditionally a privileged piece of information known only to those people involved in making and/or funding the game. When the DFA kickstarter closed the budget for the DFA was amazingly there for anyone to see, $3,336,371. Had this figure remained the DFA’s total budget an interesting academic question would have been answered: “What do you get when a professional experienced game studio has $3,336,371 to spend on a project?”
During the course of development Double Fine made the decision to make Broken Age a much bigger game in terms of both size and importance. To pay for this increase in scope Double Fine used various additional sources of funding (OUYA deal, Slacker Backers, internal revenue allocation, etc.). The result was DF being able to successfully finish and release Broken Age. However, in increasing the budget from the original $3,336,371 the answer of “you get X for Y” was lost.
So I ask of DF: How much did the DFA (including marketing, backer rewards, distribution, maintenance, etc.) cost?
Thanks,
Bent
P.S. A breakdown by act and type of expense would be nice.

Bump for science.
I chatted with him last week and it a was a no fuss no muss affair. If you're considering interviewing but remain unconvinced remember that it's for science. I mean, it might be evil science and ClapBedon may be trying to take over the world. But even given that unlikely turn of events ask yourself: really, who are we to judge?

I know it's a bit late to request new content but I'd like to see a round-table discussion with some of the principle people from the team discussing the successes and setbacks that occurred during development. I'd want it to be similar in nature to the
that Ron and Tim had before production about how to make an adventure game but instead focus on what is was like to make an adventure game, examine what worked and what didn't, and knowing what they know now what they would do differently.I imagine that a lot of this information will eventually come out interviews and post-mortems. However, I believe that there is something special about long-form discussions that can't be quite be captured when the conversation is spun for the press or massaged into a presentation.
The type discussion that I'm suggesting may be better suited as a YouTube release because I think it would only be able to happen after the game has shipped and enough time has passed for the people involved to decompress and gain some perspective.

No kidding! The only point and click adventure game I can remember spending any real time with before Broken Age was a King's Quest (or similar) game back in the day. I remember I only made it as far as a room with with a locked door and a slowly descending ceiling. Due either to a bugged save (I can't remember) or to me missing the necessary item needed to jam the gear mechanism, I couldn't stop the ceiling, solve the puzzle, and proceed. Unfortunately, for some reason I had decided to save inside of the sealed room and so the poor player character was doomed to be crushed over and over again as I repeatedly searched in vain for a solution I would never find.

In my defense I am pretty smart.*
Since it's not clear in the documentary I would like to point out that I sent those predictions as part of a package of stuff meant as a response/thank you for DF/2PP mentioning me in the last episode. The predictions were included purely for fun. Will my predictions accurately foretell the story of Act 2? Of course not. Will I even come close? Who knows? But it's fun to try.
I lost the original text to a hard-drive crash but for those interested my major predictions were (if my memory serves):
1. Broken Age is not a love story.
2. Operation Dandelion refers to colony ships being spread throughout the universe like seeds on the wind.
3. The town councils are using the Mogs (colony ships) to secretly repress the townspeople.
4. Shay will chose to sacrifice himself for the greater good.
5. In the end the people from the colony ships will join the towns.
6. Maggie Simpson shot Mr. Burns
Some of the other stuff in the package:
A janky custom Rubik's Cube: http://imgur.com/9r1HTSK
Broken Age paper masks: http://imgur.com/RYmUd26
*That's what my Mom says anyway. Weirdly though not everyone seems to have been informed of this fact.

We are making progress comrades! The fact that they dismiss us with one breath and try to bribe us with the next means that they are scared of what we have to say. First, I'd like to point out that my voice does not sound like how "Mr. Schafer" makes it seem. My voice sounds deeper and more masculine and has a heroic quality about it. Secondly, the truth has no price*. Take heart! The more they try to suppress the truth the more people will be drawn to our cause! **
* Seriously though I'll take the chocolate and say whatever you want.
** Hmmm, maybe I should start a newsletter?

@Leroy Octopus: That's a good tip. Weirdly however, timing is kind of an issue. In the latest episode of the DFA doc I'm briefly mentioned as the guy who was able to guess the ending of Broken Age Act 1 a good 2 years before the games release. So in addition to the goodies I'm sending I thought it would be fun to send my handwritten predictions* as to how I think Act 2 will end. I want to get the package postmarked tomorrow morning before any new information about the game comes out.
The Giant Bomb Wiki puts it at:
525 Brannan Street, Suite 200 San Francisco, CA 94107
Can anyone confirm?
*Hint: The boy is an unstoppable killing machine sent from the future to protect John Connor.

Hello.
People are always sending Double Fine all sorts of cool fancraft and treats. I have something fun like that that I'd like to send but can't seem to find a verified mailing address. Does anyone know where I should mail that kind of stuff?
Thanks,
Bent

I know this thread died due to lack of interest but I was going through some files and found a reply for this thread that I'd written up but didn't actually post. The following is that post:
Anti-Flash White
Many nuclear bombers have been painted a particular shade of white called Anti-flash white. Anti-flash white is a special color picked not for its camouflage or stealth characteristics but as an attempt to reflect thermal radiation (the flash) created by a nuclear explosion.
War Time Roads
If you've ever been on an interstate highway in the United States there is a good chance that you've seen this sign
The Eisenhower Interstate System is named after Dwight D. Eisenhower the president that authorized the construction of the Interstate System. The five stars on the sign above are actually a symbolic reference to Mr. Eisenhower. During WWII President Eisenhower was then General Eisenhower and held the special rank of five star general and the stars on the sign refer to that rank.
Interestingly, the original impetus for constructing the interstate highway system was national defense not commerce or national unity (though no doubt those were considerations). As far back a 1922 a national system of roads for moving soldiers and material around the country in case or war and/or invasion was being considered. It wasn't until after WWII when President Eisenhower signed the National Interstate and Defense Highways Act of 1956 into law that the effort to construct such a system began in earnest.
Weird Terrain On Mercury
On Mercury a large part of the surface of the planet is comprised of what is technically known as weird terrain. The weird terrain is unlike any other terrain on Mercury and doesn't seem to correspond to any of the usual geologic processes at play in the planet. The cause of this weird terrain can be found on the exact other side of the planet. Antipodal to the area of weird terrain is the Caloris impact basin. The impact which created the Caloris impact basin was huge. The impact was so big that it sent shockwaves in all directions along the surface of the planet. The shockwaves traveled along the planet's surface until they converged on the other side of the planet creating a geologic event big enough to create the weird terrain.
Osedax
Also known as bone-eating worms these sea-creatures have a variety of unusual attributes:
They eat the bones of deceased whales which they burrow into by secreting acid and then extending root like tendrils.
They have no mouths instead they rely on symbiotic bacteria to transport nutrition from the whale bone into their bodies.
Maybe the their most interesting feature is the fact that the males of the species are microscopic and actually live inside the females.
Oracles of Deplhi
There is evidence to suggest that the Oracles of Delphi, some of the most important advisors of the ancient world, may have been high a lot of the time. Recent discoveries have provided evidence that corroborates ancient accounts of the oracle inhaling fumes emanating from the ground in order to enter a trance like state. As it turns out the temple at Delphi was built over a fault line that through which it is possible that gases capable of of producing trance like effects in humans could have escaped.